Journal of the Korean Society for Library and Information Science
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v.38
no.1
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pp.323-346
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2004
These days the number of copyright issues concerning libraries is increasing. The reason is a library is the place that collects and uses copyrighted materials. The copyright issues that libraries face will be more radical, because of the growing number of digital media especially appearance of a digital library. To make the current situation better, this study suggests the standard of copyright compliance policy for university libraries in order to serve within the range of copyright law. Copyright compliance policy is a reasonable guideline meeting user's intellectual needs and protecting a copyright holder's right.
Journal of Korea Entertainment Industry Association
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v.13
no.3
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pp.317-332
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2019
The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.
With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.
The popularity of Korea pop culture, which called as the name of "Korea wave", has started to spread out in China and other Asian states from late-1990's. The study about "Korea wave" until now, however, have prevailed within an economic point of view. So, I would like to clarify that this dissertation raises a question in exiting argument and explains the identity of "Korea wave" by investigating the details of pop culture contents of Korea, and understanding of chinese receiver. It shows that chinese receiver, watching the movie , has estimated in the affirmative viewpoint after I have analyzed a reply of movie web-site in China. The main features of this analysis prove that there are a lot of good estimation when chinese receiver have seen that movie because it has been well-matched with emotion and fun of story and attraction in the movie. In that order, Some Chinese netizen evaluated that there are some negative point of view as the main actress has a strange and crazy behavior. I have also found that Korea pop culture contents has not given to them good image and chinese receiver had a tendency to view objectively to classify with strength and weakness. Analysis to contrast understanding of Chinese netizen with Korea netizen showed that Korea netizen emphasized fun of story, however, Chinese netizen showed that they had a lot of opinion to be fresh and realistic relatively. In conclusion, I would like herewith to identify that there are some differences between Chinese netizen and Korean netizen after contacting the movie. The reason has showed that understanding about the same object can be a great deal of various consideration in two more diverse cultures which have many different social-cultural and historical situation.
Journal of the Korea Institute of Information Security & Cryptology
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v.22
no.2
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pp.225-238
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2012
Among the various security threats in online games, the use of game bots is the most serious problem. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play that reflects the social activities of gamers: In a Massively Multi-user Online Role Playing Game (MMORPG), party play log includes a distinguished information that can classify game users under normal-user and abnormal-user. That is because the bot users' main activities target on the acquisition of cyber assets. Through a statistical analysis of user behaviors in game activity logs, we establish the threshold levels of the activities that allow us to identify game bots. Also, we build a knowledge base of detection rules based on this statistical analysis. We apply these rule reasoner to the sixth most popular online game in the world. As a result, we can detect game bot users with a high accuracy rate of 95.92%.
Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.15
no.4
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pp.277-301
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2020
This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.
The purpose of this study is to explore qualitatively what kind of coping strategy the Korean older adults use when they are depressed and why. Participants were users, older than 60, of an elderly welfare center in Seoul, and answers of 34 respondents who experienced depression were included in the analysis. The collected data were analyzed through content analysis. The results of the analysis showed that strategies to cope with depression used by participants were composed of 6 domains and 11 sub-domains: health behavior (medical approach / exercise and diet), family and social contact (social interaction / going out and going on a trip / communication with family), Religious activities (Religious activities), lifelong education (hobbies / educational activities), productive activities (labor), health risk behaviors (drinking and gambling / resignation). The depression coping strategies of the older adults and their characteristics are as follows. First, older adults used diverse problem-focused coping strategies to cope with depression. Second, older adults considered various coping strategies together and used them simultaneously. Third, the facility space for older adults functions as a shelter. Fourth, although there were cases where medical approach was used, the intention to reuse was very low. Through this study, the following suggestions were made to help older adults cope with depression more successfully. First, access to various coping strategies should be promoted. Second, more places where older adults can spend their time comfortably need to be provided. Third, resistance to mental health care should be resolved.
Journal of the Economic Geographical Society of Korea
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v.12
no.1
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pp.56-66
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2009
As the amount of information is rapidly growing, and the ubiquitous urban environments are emerging, the question which information type to provide and which communication media to support is a major challenge for commercial and public travel-information service providers. The current research reports the first findings of analyses of recent data, collected in metropolitan Seoul, about the acquisition of travel information and the communication media used. The study is based on the assumption that information acquisition and choice of communication medium is strongly context-driven. The study applies CHAID analysis to find homogeneous segments in information acquisition and use of communication media. Findings indicate that transport mode and activity are important determinant of information acquisition and choice of media. The type of travel information acquired co-varies strongly with transport mode and activity. In addition, we found evidence of time of day effects. Similarly, the choice of communication medium depends on the type of travel information searched for, transport mode and activity. The results suggest important implications of managerial and policy measures, in particular the dynamic, contextual market segmentation.
Nowadays, organizations have adopted Smart Work to efficiently manage tasks, such as electronic document approval, customer management, and site inspection, without spatial-temporal constraints. Smartphones, which are commonly used in Smart Work, enable individuals to perform their jobs anytime and anywhere, thus blurring the boundary between work and non-work. To solve the problem of blurred work/non-work boundaries, a construct of self-control and affective factors needs to be considered because business style is changed from command to autonomy in the Smart Work context. Moreover, employees can convey their emotions easily over smartphones. Recent marketing studies have analyzed consumers' behavior based on the combination of cognitive, affective, and behavioral components, and researchers of information systems are also interested in these factors. However, previous research has some limitations, such as not classifying factors into cognitive, affective, and behavioral as well as not covering all three factors. Therefore, we explore the roles of cognitive, affective, and behavioral components in emotional exhaustion and education performance, and conduct a survey on undergraduate and graduate students, who are the major users of smartphones. Findings show that when individuals improve their cognitive capability (self-control) and usage experience (smartphone communication and internet usage), they can decrease emotional exhaustion and increase education performance. In the role of affective capability, increasing education performance is partially accepted. These results imply that organizations should not focus on controlling the usage of smartphones but on promoting appropriate smartphone usage.
To identify the eating behaviour of customers at a hotel buffet styled restaurant, a survey was conducted. The age range of the respondents was 6 through 70, but consisted mainly people in their twenties, thirties, and forties of the respondents, 65.1% were female. The occupation ranged from student 30.3%, housewife 27.2%, office worker 19.3%, professional 17.3%. 43.9% of respondents visited buffet styled restaurant 1 to 2 times every three or four months. Some respondents had a positive opinions: they had many choices in food selection, they could take and choose as much as they wanted, the appearance and the arrangement of the food was great, etc. But some also had negative attitudes(i.e. unhappy with self service and expensive prices). Of the respondents, 31.1% said they visited the buffet styled restaurant was for family parties and the average number of the party member was $9.3{\pm}4.3$. The average time period of eating was 1 hour $32{\pm}26$ minutes. The average frequency of taking food was $3.7{\pm}1.2$. The average frequency of taking food after satiety was $1.2{\pm}0.8$. The first selection of the buffet service food was soup 23.9% of the respondents and salad 23.9%. Females chose more of the soups and salads the males chose more of the meats and seafoods. The standard of food selection was 70.7% of 'my favorite'. This tells customers' low cognition level of desirable food selection and the order of a meal. 64.0% of the respondents responded overeating, from mild and extreme. We think that information on nutrition education and health problems are necessary. For better service, 82.9% wanted to lower the price by decreasing similar items. Respondent wanted; one, to increase more Korean food items and make a traditional Korean buffet styled restaurant, two, to use more seasonal food and decrease the redundant food items to reduce the price, and three, to have different price rates according to the age or gender of the grown ups.
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